Posted October 21, 20159 yr So one of the things I've done to get interaction with multiple worlds is I've been quickly changing the position of player before running interactions on other worlds. Using a rotation matrix I've been able to transform the player pos before things like block placement, tile entities, etc. I know this is terrible on client side because the rendering thread can start a frame between these translations, but its fine on server right? I havent seen any problems with it so far, but would the net thread be sending packets on a different schedule than a tick (ie would the net thread send player position between ticks or only before/after ) "you seem to be THE best modder I've seen imo." ~spynathan ლ(́◉◞౪◟◉‵ლ
October 21, 20159 yr More or less single-threaded* In this case, yes, only one thread is involved. The way Minecraft is multithreaded right now is limited to chunk loading/unloading, although I believe I found another place recently involving sounds. All I know is that it is probably my code and that whatever it is causes a concurrent modification on the tickingSounds list. Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice. Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked. DO NOT PM ME WITH PROBLEMS. No help will be given.
October 22, 20159 yr And networking also runs on separate thread now. Check out my tutorials here: http://jabelarminecraft.blogspot.com/
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